Moogles (3.5e Race)

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Moogles are clever folk who are able to handle any tool with ease. Their curiosity is only matched by their mischieviousness. Moogles delight in surprising humans, and their jobs highlight their special talents. Their dexterity makes them the perfect candidates for jobs requiring delicate work. Moogles are delightful creatures and friendly. They enjoy building and creating stuff as well as selling them. Moogles are natural merchants.

Moogles stand on two legs. Their body is covered with short white fur (though some Moogles have changed the color through Magic or other means) with small red bat-like wings, the also have an antenna with a Pom-Pom (or Bon-Bon) at the end of it. They also have bunny-like ears and whiskers. They are about 3-4ft tall and weigh around 35-40 lbs.

Moogles try to get along with everyone. They are adept at fitting in to most communities espically with Humans, Gnomes, and Dwarves and making themselves welcome and valuable. Moogles are most commonly found in Human lands.

Moogles tend to be either Neutral or Good. Moogles usually have their own agenda (chaotic trait), but they do follow rules of their trade and strive to get things done by their due date (lawful trait). Moogles can be ethier Chaotic or Lawful. Nearly all Moolges (99.99%) are not evil, or will be.

Moogles really don't have lands of their own, preferring to live in lands of other races because that's where they get the most business and opportunities. Moogles usually form a community with themselves when living in cities of other races. Occasionally they're some Moogle cities, usually trade cities and ports. It has been known for bands of Moogles to establish small villages in the forest, almost always away from the eyes of other races. These more isolated Moogles avoid contact with civilized races but are sometimes seen by, and even aid (in times of trouble), fellow forest dwellers or even travelers.

Moogles speak their own language, which uses the Common Script. The Moogle spoken language consists of hand gestures, etc, and the word Kupo, which is the only real Moogle word. Moogles usually speak Common or something else and when speaking will say the word Kupo, usually at the end of sentences or as an exclamatory word.

-2 Str, +2 Con, +2 Dex, +2 Int: Moogles are nimble and very smart but not as strong as other races

Small: As a small creature, Moogles gain a +1 size bonus to AC, a +1 size bonus to attack rolls and a +4 size bonus to Hide checks, but they use smaller weapons and can only carry 3/4 of what a medium character could.

Base Land Speed: 20 ft

Low Light Vision: Moogles can see twice as far as a human in low light.

+2 racial bonus on Preform, Craft, and Appraise: Moogles are natural performers as well as master craftsmen. They always have either one Perform or Craft skill as a (bonus) class skill.

Tool Master: Moogles are highly adept at using tools of all kinds. When performing a skill check using tools (such as Open Lock using Thieve's Tools), a Moogle gains a +1 circumstance bonus to the check. In addition, a Moogle does not suffer the normal -2 penalty for using improvised tools. A Moogle gains no additional benefit from masterwork tools.

Wings: The Moogle's wings are too weak to fly and don't serve much purpose except for decoration. A Moogle can train (a feat) to use his/her wings to a certain extent.

Weapon Proficiency: Moogles treat a Mog Sword (and any another Mog weapon) as a Martial Weapon rather than Exotic.

Description: This is a finely crafted sword that is as deadly as it is elegant

This sword has a very sharp edge and therefor has a greater critical threat range. It is also quite light and can be thrown a short distance This is a Finessable Weapon.

Mog Crossbow, Light

Exotic Ranged Weapon

Cost: 70gp

Weight: 4 lbs

Damage: 1d8 Piercing, Medium (1d6 Small)

Critical: x3

Range: 80ft

Description: This is a modified light crossbow that can has a more complex firing mechanism that allows it to fire harder.

This crossbow has a more complex firing mechanism that allows it to fire harder, but at the expense of easy reloading, and deadly accuracy. The Crossbow takes a move action to reload for a proficent user, and is a standard action for a non-proficent user (in addition to the normal -4 attack penalty). The Crossbow fires with more of a punch, especially in a critical area making it x3 instead of x2, but at the expense of deadly accuracy, no 19-20 threat range. A Mog Crossbow, Heavy has doubled cost, and deals 1d10, Medium (1d8 Small).

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